﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace csharp_xna_movie_player
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            graphics.PreferredBackBufferHeight = 720;
            graphics.PreferredBackBufferWidth = 1280;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        Video video;
        VideoPlayer player;
        Texture2D videoTexture;

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            video = Content.Load<Video>("video");
            player = new VideoPlayer();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            if (player.State == MediaState.Stopped)
            {
                Console.WriteLine("=============================");
                player.IsLooped = true;
                player.Play(video);
            }

            if (GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed)
            {
                player.Resume();
            }

            if (GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed)
            {
                player.Pause();
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            // Only call GetTexture if a video is playing or paused
            if (player.State != MediaState.Stopped)
                videoTexture = player.GetTexture();

            // Drawing to the rectangle will stretch the 
            // video to fill the screen
            Rectangle screen = new Rectangle(GraphicsDevice.Viewport.X,
                GraphicsDevice.Viewport.Y,
                GraphicsDevice.Viewport.Width,
                GraphicsDevice.Viewport.Height);

            // Draw the video, if we have a texture to draw.
            if (videoTexture != null)
            {
                spriteBatch.Begin();
                spriteBatch.Draw(videoTexture, screen, Color.White);
                spriteBatch.End();
            }

            base.Draw(gameTime);
        }
    }
}
